Game machine and information storage medium

ABSTRACT

The objective of the present invention is to provide a game machine and an information storage medium that make it possible to intensify the dramatic effect of a game by the voices sounded by a character. The pitch, volume, or tone of each voice sounded by characters ( 20 ) and ( 22 ) is varied in accordance with a physical strength parameter, the remaining play time, the progressing degree through game stages, or a number of wins. The pitch and volume of a voice sounded by a character increase as an opponent&#39;s physical strength parameter becomes larger, the remaining play time decreases, the final game stage approaches, or the opponent&#39;s number of wins becomes larger. The pitch, volume, or tone of voices is varied after the remaining play time has reached a given value or a given game stage has been passed. The increase in pitch of a voice sounded by a character is a whole tone or less.

TECHNICAL FIELD

The present invention relates to a game machine that generates gameimages and game sounds, and an information storage medium.

BACKGROUND OF ART

In a game machine, the presentation of a game by game sounds such asvoices, game music, and effects sounds plays a large role in increasingthe interest, feeling of excitement, and realism of the game, so it is asubject of technical concern to determine how to present such gamesounds effectively.

However, when a character that appears in the game is to sound a voicein a conventional game machine, waveform data of a voice is previouslyprovided and it is always reproduced in the same manner. In other words,the pitch, volume, and tone of voices sounded by a character are alwaysthe same. For that reason, it is not possible to give the player afeeling of tension and to make the player excite by varying the voicesof a character, and the effect of the game through game sounds is a bitunsatisfactory.

Note that prior-art techniques have been disclosed for varying voicesand the like of characters in a stepwise manner, based on parameters,such as in Japanese Patent Application Laid-Open No. 10-33830, forexample.

However, these prior-art techniques are directed towards single-playergame machines, not multi-player game machines. There is thereforeabsolutely no reference to the concept of varying voices in accordancewith the magnitude of a difference between status parameters of acharacter and another character.

These prior-art techniques also do not disclose the concept ofincreasing the pitch and volume of voices as the final game stageapproaches, nor the concept of varying the voices when a given gamestage is passed.

Furthermore, these prior-art techniques relate only to a simple way ofswitching the previously prepared voices of a child, for example, to thepreviously prepared voices of an adult, for example, and do not relateto the varying of the basic frequency and volume of voices from defaultvalues. They therefore have a problem in that it is not possible to varythe pitch and volume of voices subtly.

In addition, these prior-art techniques do disclose the concept ofvarying the voices of a character in accordance with a personalityparameter of the character (changing a voice of a character with a largeseriousness parameter to a serious-sounding voice and the voice of acharacter with a large mischievousness parameter to amischievous-sounding voice), but they teach absolutely nothing about theconcept of varying the pitch, volume, and tone of voices of a characterin accordance with a factor such as the magnitude of a physical strengthparameter of the character.

DISCLOSURE OF INVENTION

The present invention was devised in the light of the above describedtechnical problems and has as an objective thereof the provision of agame machine and an information storage medium that make it possible tointensify the dramatic effect of a game by the voices sounded by acharacter.

In order to solve the above described technical problems, an aspect ofthe present invention relates to a game machine for generating a gameimage and a game sound, the game machine comprising: means for varyingat least one of a pitch, volume, and tone of a voice sounded by acharacter that appears in a game, in accordance with at least one of amagnitude of a status parameter of the character and a magnitude of adifference between status parameters of the character and anothercharacter; means for generating a game image that comprises an image ofthe character; and means for generating a game sound that comprises avoice of the character, wherein the pitch of the voice sounded by thecharacter is raised and the volume of the voice sounded by the characteris increased as the magnitude of the difference between the statusparameters of the character and the other character increases.

With this aspect of the invention, a status parameter such as a physicalstrength parameter may reflect by voices sounded by a character. Thismakes it possible to convey a change in the status of a character byvarying the voices sounded by the character. As a result, the dramaticeffect of the game can be greatly improved over a case in which statusparameters are simply displayed as numerical values on the screen. Italso makes it possible to increase the diversity of the game sounds thatare represented.

With this aspect of the invention, it is possible to represent a statein which the character is nervous, when the status parameter of anothercharacter is greater than that of the player's character. Not only doesthis further increase the realism of the game, it also makes it possibleto further intensify the feelings of excitement and tension of thecharacter.

Another aspect of the present invention relates to a game machine forgenerating a game image and a game sound, the game machine comprising:means for varying at least one of a pitch, volume, and tone of a voicesounded by a character that appears in a game, in accordance with amagnitude of remaining play time; means for generating a game image thatcomprises an image of the character; and means for generating a gamesound that comprises a voice of the character.

With this aspect of the present invention, it is possible to make voicessounded by a character is reflected by the magnitude of remaining playtime. It is therefore possible to convey to the player that the timelimit is close to expiring, using the voices sounded by the character,and thus greatly improve the dramatic effect of the game and thediversity of game sounds that can be represented.

In this aspect of the present invention, the pitch of the voice soundedby the character may be raised and the volume of the voice sounded bythe character may be increased as the remaining play time decreases.This makes it possible to intensify the feelings of excitement andtension of the player as the time limit approaches, further increasingthe interest of the game.

Furthermore, in this aspect of the present invention, at least one ofthe pitch, volume, and tone of a voice sounded by a character may bevaried after the remaining play time has reached a given value. Thismakes it possible to convey to the player that the end of the game isclose and the time limit is expiring, in a more effective manner.

A further aspect of the present invention relates to a game machine forgenerating a game image and a game sound, the game machine comprising:means for varying at least one of a pitch, volume, and tone of a voicesounded by a character that appears in a game, in accordance with aprogressing degree through game stages; means for generating a gameimage that comprises an image of the character; and means for generatinga game sound that comprises a voice of the character, wherein the pitchof the voice sounded by the character is raised and the volume of thevoice sounded by the character is increased as a sequence of game stagesthrough which a game is played approaches a final game stage.

With this aspect of the invention, the progressing degree through gamestages can be reflected in voices sounded by the character. This makesit possible to use the voices sounded by the character to convey to theplayer that the final game stage is approaching, and thus greatlyimprove the dramatic effect of the game and the diversity of game soundsthat can be represented.

Furthermore, this aspect of the invention makes it possible to intensifythe feelings of excitement and tension of the player as the final gamestage approaches, thus further increasing the interest of the game.

In this aspect of the present invention, at least one of the pitch,volume, and tone of a voice sounded by a character may be varied when asequence of game stages through which a game is played has passed agiven game stage. This makes it possible to convey the approach of thefinal game stage to the player in a more effective manner.

A still further aspect of the present invention relates to a gamemachine for generating a game image and a game sound, the game machinecomprising: means for varying at least one of a pitch, volume, and toneof a voice sounded by a character that appears in a game, in accordancewith at least one of a magnitude of a number of wins of a player and amagnitude of a difference between numbers of wins of the player andanother player; means for generating a game image that comprises animage of the character; and means for generating a game sound thatcomprises a voice of the character.

With this aspect of the invention, the number of wins of the player canbe reflected in voices sounded by the character. This makes it possibleto reflect the superiority and inferiority in game skills of the playersin the characters manipulated by the players, and thus greatly improvethe dramatic effect of the game and the diversity of game sounds thatcan be represented.

In this aspect of the present invention, the pitch or volume of a voicesounded by a character may be increased as the difference between thenumbers of wins of the player and the other player increases. This makesit possible to increase the realism of a game by enabling the expressionof a state in which a character is nervous at the prospect of fighting asuperior player.

Furthermore, in this aspect of the present invention, an increase in thepitch of a voice sounded by the character may be a whole tone or less.This makes it possible to act on the subconsciousness of the player andthus increase the player's feelings of excitement and tension.

A yet further aspect of the present invention relates to a game machinefor generating a game image and a game sound, the game machinecomprising: means for varying at least one of the basic frequency andvolume of a voice sounded by a character that appears in the game, froma default value, in accordance with at least one of a magnitude of astatus parameter of the character and a magnitude of a differencebetween status parameters of the character and another character; meansfor generating a game image that comprises an image of the character;and means for generating a game sound that comprises a voice of thecharacter. In yet another aspect of the present invention, at least oneof the basic frequency and volume of a voice sounded by a character thatappears in the game may be varied from a default value, in accordancewith a progressing degree through game stages.

With this aspect of the invention, the basic frequency and volume ofvoices are varied from default values in accordance with the magnitudeof a status parameter, the magnitude of the difference between thestatus parameters of this character and another character, or theprogressing degree through the game stages (in other words, effects canbe applied on one voice to vary the voice, by way of example). It istherefore possible to vary the pitch and volume of voices, not in alarge manner but subtly. As a result, it is possible to act on thesubconsciousness of the player and thus increase the player's feelingsof excitement and tension, while avoiding a state which seems unnaturalto the player.

Still another aspect of the present invention relates to a game machinefor generating a game image and a game sound, the game machinecomprising: means for varying at least one of a pitch, volume, and toneof a voice sounded by a character that appears in a game, in accordancewith at least one of a magnitude of a physical strength parameter of acharacter and a magnitude of a difference between physical strengthparameters of the character and another character; means for generatinga game image that comprises an image of the character; and means forgenerating a game sound that comprises a voice of the character.

With this aspect of the present invention, the magnitude of a physicalstrength parameter or the magnitude of the difference between physicalstrength parameters of a character and another character can be conveyedto the player by variations in the pitch, volume, or tone of voices ofthe character. It is therefore possible to act on the subconsciousnessof the player to convey the magnitude of the current physical strengthparameter of the character, while the player is immersed in the game,with eyes fixed on the motions of the character, without having to payattentions to visual clues such as a physical strength gauge. This makesit possible to induce feelings of excitement and tension in the playerthat have not been possible up to now.

BRIEF DESCRIPTION OF DRAWINGS

FIG. 1 shows an example of a functional block diagram of the presentembodiment;

FIG. 2 shows an example of a game image generated by the presentembodiment, illustrating how the pitch and volume of a voice is adjustedin accordance with the physical strength parameter;

FIG. 3 illustrates sequence data;

FIG. 4 also illustrates sequence data;

FIG. 5 shows another example of a game image generated by the presentembodiment, illustrating how the pitch and volume of voices are adjustedin accordance with remaining play time;

FIG. 6 illustrates a method of raising the pitch and increasing thevolume after the remaining play time has reached a given value;

FIG. 7 illustrates the adjustment of the pitch and volume of voices inaccordance with the progressing degree through the game stages;

FIG. 8 illustrates the adjustment of the pitch and volume of voices inaccordance with the number of wins;

FIG. 9 illustrates a method of setting the increase in the pitch ofvoices to not more than a whole tone;

FIG. 10 is a flowchart illustrating details of a processing example ofthe present embodiment;

FIG. 11 shows an example of a hardware configuration capable ofimplementing the present embodiment; and

FIGS. 12A, 12B, and 12C show examples of various types of apparatus towhich the present embodiment is applied.

BEST MODE FOR CARRYING OUT THE INVENTION

A preferred embodiment of the present invention is described below withreference to the accompanying drawings. Note that the description belowrelates to an example in which the present invention is applied to afighting game, but the applications of the present invention are notlimited thereto. The present invention is also not limited to athree-dimensional game and it can equally well be applied to atwo-dimensional game.

A typical functional block diagram of the present embodiment is shown inFIG. 1. In the present embodiment, an operating section 10 allows aplayer to input operation data by operating a joystick, buttons, asteering wheel, an accelerator, and the like, and operation data thathas been obtained by the operating section 10 is input to a processingsection 100.

The processing section 100 performs processing such as that of settinggame sounds, disposing objects within the object space, and of creatingan image as seen from a given viewpoint in the object space, based onthe above described operation data, a given program, and the like. Thefunctions of the processing section 100 could be implemented by hardwaresuch as a CPU (either CISC or RISC), a DSP, an ASIC (such as a gatearray), or memory.

An information storage medium 190 stores programs and data. Thefunctions of this information storage medium 190 can be implemented byhardware such as a CD-ROM, game cassette, IC card, magneto-optical disk,floppy disk, digital video disk, hard disk, or ROM. The processingsection 100 performs the various kinds of processing thereof based onprograms and data from the information storage medium 190.

The processing section 100 comprises a game computation section 110, animage generation section 150, and a sound generation section 160.

In this case, the game computation section 110 performs the variousprocessing such as setting the game mode, computing various statusparameters of the characters, computing the remaining play time, movingthe game stage forward, computing the number of wins (successive wins),determining the position and direction of moving bodies such ascharacters, determining the viewpoint position and line-of-sightdirection, and disposing objects within the object space.

The image generation section 150 performs processing to create an imageat a given viewpoint within the object space as set by the gamecomputation section 110. The image produced by the image generationsection 150 is displayed on a display section 12.

The sound generation section 160 performs processing for generating gamesounds (such as game music, effect sounds, and voices) in accordancewith instructions from the game computation section 110. The game soundscreated by the sound generation section 160 are output by a sound outputsection 14.

The game computation section 110 comprises a game sound processingsection 120.

In this case, the game sound processing section 120 performs the variousprocessing for generating the game sounds, and the sound generationsection 160 creates the game sounds in accordance with instructions fromthis game sound processing section 120. The game sound processingsection 120 comprises a voice variation section 122.

A first characteristic of the present embodiment is that the voicevariation section 122 performs processing to modify the pitch, volume,or tone of a voice sounded by a character in accordance with themagnitude of a status parameter of the character or the magnitude of thedifference between the status parameters of this character and anothercharacter.

An example of a game image generated by the present embodiment is shownin FIG. 2. In FIG. 2, a character 20 manipulated by a player (1P player)and a character 22 manipulated by another player (2P player) arefighting. A physical strength parameter of the character 22 is greaterthan a physical strength parameter of the character 20, as indicated byphysical strength gauges 24 and 26. In other words, the character 20 hasfallen into a disadvantaged state, leading to a state in which the gameis close to being over. In such a case, the present embodiment subtlyincreases the pitch of a voice (a shout of self-encouragement, etc)produced by the character 20, and also subtly increases the volumethereof. This setup makes it possible to represent the excitement andtension of the character 20 facing an ultimate situation. Not only doesthis make it possible to greatly increase the player's feelings ofexcitement and tension, and also immersion in the game, it also makes itpossible to further increase the absorption of the player in theplayer's own character.

In particular, the present embodiment does not cause a large variationin the pitch or volume of a voice but instead causes a subtle variationtherein (by, for example, increasing the pitch by not more than a wholetone, as described later). This makes it possible to avoid a state whichseems unnatural to the player and also makes it possible to act on thesubconsciousness of the player and thus increase the player's feelingsof excitement and tension.

Note that FIG. 2 was described as relating to a case in which the statusparameter is a physical strength parameter. However, various otherparameters could equally well be considered as this status parameter,such as an endurance parameter, a resistance power parameter, adefensive power parameter, a fighting power parameter, a weapons(missiles, shots, etc) possession parameter, an attacking powerparameter, a hit points parameter, a magic points parameter, or an item(such as money) possession parameter.

In order to indicate to the sound generation section 160 which sounds togenerate, the game sound processing section 120 sends sequence data, inthe format shown in FIG. 3, to the sound generation section 160. Thissequence data comprises music score data, pitch data, volume data, andtone data. In this case, music score data specifies the melody andrhythm of game sounds to be output by each channel. Pitch data, volumedata, and tone data are data for adjusting the pitch, volume, and toneof game sounds that are output from each channel.

As specified by the sequence data of FIG. 3, game music having the toneof drums, piano, and guitar is output from channels 1, 2, and 3 inaccordance with the music score data. Special effects sounds (tone A)representing sounds such as those of weapons clashing against each otherare output from channel 4 in accordance with the music score data.Voices (tone B) sounded by the character are output from channel 5 inaccordance with the music score data.

In the sequence data of FIG. 3, pitch data and volume data of the gamemusic (channels 1, 2, and 3), effects sounds (channel 4), and voicessounded by the character (channel 5) are initially set to 1.0. Settingthe pitch data and volume data to 1.0 in this manner ensures that thepitch and volume of game music, effect sounds, and voices do not varyfrom their default values.

In contrast thereto, the pitch data of voices sounded by the character(channel 5) is set to 1.12 in the sequence data of FIG. 4, and thevolume data thereof is set to 1.15. Setting the values in this mannerensures that the basic frequency (equivalent to pitch) of voices soundedby the character is 1.12 times the default value, and the volume thereofis 1.15 times the default value. In other words, if the game soundprocessing section 120 sends the sequence data of FIG. 4 to the soundgeneration section 160, the sound generation section 160 generatessounds such that the basic frequency (pitch) and volume of voicessounded by the character are 1.12 and 1.15 times the default values,respectively. In the thus-configured embodiment, the pitch and volume ofa voice sounded by a character are adjusted by adjusting the pitch dataand volume data in the sequence data.

Note that the values of pitch data and volume data could be determinedby the magnitude of a physical strength parameter (status parameter) ofthe character or by the magnitude of the difference between the physicalstrength parameters of the character and the opposing character. Forexample, if the configuration is such that pitch rises and volumeincreases as the difference between physical strength parametersincreases, it will appear that the pitch and volume of voices of thecharacter increase as the situation becomes against the character. Thismakes it possible to further increase the dramatic effect of the game,by intensifying the feeling of excitement and degree of strain of theplayer.

The voices sounded by the character are set in tone B in the sequencedata of FIG. 3, whereas they are set as tone C in the sequence data ofFIG. 4. In this case, a tone for voices sounded by the character whentense (such as a tone for nervous voices) is provided as tone C. Such aconfiguration makes it possible to convey to the player that thecharacter is in a nervous state, thus intensifying the feelings ofexcitement and tension of the player.

A second characteristic of the present invention is that the voicevariation section 122 causes the pitch, volume, or tone of voicessounded by a character to vary in accordance with the remaining playtime.

In other words, when the remaining play time is 10 seconds, as indicatedby a remaining play time display 30 shown in FIG. 5, the game isapproaching its end. In the present embodiment, the pitch of voices ofthe characters 20 and 22 subtly rises and the volume thereof subtlyincreases as the remaining play time decreases. This makes it possibleto act on the subconsciousness of the player and convey the fact thatthe time limit is approaching and the contest is close to ending. Subtlyvarying the pitch and volume of voices in this manner gives the player asubconscious feeling that the time limit is approaching, without havingto look at the remaining play time display 30. As a result, the feelingsof excitement and tension of the player can be intensified just beforethe end of the game, making it possible to increase the interest andcharm of the game even further.

Note that the pitch of a voice sounded by a character is preferablyraised gradually as the remaining play time decreases. Similarly, thevolume of voices sounded by the character is preferably increasedgradually as the remaining play time decreases. Such a configurationmakes it possible to implement the dramatic effect of the game moreeffectively, by gradually intensifying the feelings of excitement andtension of the player as the end of the game approaches.

The pitch, volume, and tone of voices sounded by the character arepreferably set in such a manner as to vary after the remaining play timereaches a given value. For example, in FIG. 6 the pitch and volume donot vary when the remaining play time is between 60 seconds and 20seconds. In other words, the pitch data and volume data are set to 1.0(see FIG. 3). After the remaining play time reaches 20 seconds, thepitch starts to rise gradually and the volume starts to increasegradually. In other words, after the remaining play time reaches 20seconds, the pitch data starts to vary gradually from 1.0 until itfinally reaches 1.12, for example, and the volume data starts to varygradually from 1.0 until it finally reaches 1.15, for example (see FIG.4). This configuration makes it possible to convey to the player moreeffectively that the end of the game is close and the time limit isapproaching. In other words, since the pitch rises and the volumeincreases within a short period just before the end of the game (between20 seconds and 0 seconds in FIG. 6), the feelings of tension andexcitement of the player can be intensified in an effective mannertowards the end of the game.

A third characteristic of the present invention is that the voicevariation section 122 of FIG. 1 causes the pitch, volume, or tone ofvoices sounded by a character to vary in accordance with the progressingdegree through game stages.

For example, the pitch of voices sounded by the character rises and thevolume thereof increases as the player approaches a final game stagewithin a sequence of game stages through which the game is played, asshown in FIG. 7. Alternatively, the tone of the voices of a character isvaried to represent the tone of a state in which the character is tense(such as a tone for nervous voices or for quavering voices). Thisconfiguration makes it possible to act on the subconsciousness of theplayer to convey that the final game stage is approaching and a finalboss will soon appear. Thus the feelings of excitement and tension ofthe player can be intensified as the game stages progress, making itpossible to stimulate the player into playing the game up to the finalgame stage. As a result, it is possible to provide a game that playersare unlikely to become sick of playing, and also increase the usageratio of game machines in game facilities or the like.

Note that it is preferable that the pitch, volume, and tone of voicessounded by a character are varies after a given game stage has beenachieved. For example, the pitch and tone do not vary in first, second,and third game stages in FIG. 7. In other words, the pitch data andvolume data are both set to 1.0 (see FIG. 3). From the fourth gamestage, the pitch data starts to vary gradually from 1.0 until it finallyreaches 1.12, for example, and the volume data starts to vary graduallyfrom 1.0 until it finally reaches 1.15, for example. This makes itpossible to convey to the player more effectively that combat with afinal boss is approaching.

A fourth characteristic of the present invention is that the voicevariation section 122 of FIG. 1 causes the pitch, volume, or tone ofvoices sounded by a character to vary in accordance with the magnitudeof the number of wins of the player or the magnitude in the differencebetween the numbers of wins of the player and another player.

In an example shown in FIG. 8, “This player has been defeating 8opponents” is displayed on a display panel 32. This means that a player34 is consecutively winning 8 games against other players. Anotherplayer 36 is attempting to challenge the player 34. To challenge theplayer 34, the player 36 could insert a coin into a coin slot 38 andpress a start button 40 while the player 34 is playing the game.Thereupon, the character manipulated by the player 34 fights againstanother character manipulated by the player 36. If the player 34 winsthis fight, “This player has been defeating 9 opponents” is displayed onthe display panel 32.

In the present embodiment, the pitch of voices sounded by a characterrises and the volume thereof increases as the difference between thenumbers of wins of the player and another player increases. In theexample shown in FIG. 8, the number of wins of the player 34 is eightand the number of wins of the player 36 is zero, so the differencetherebetween is eight. Therefore the player 34 could be considered tohave the higher rank and the player 36 have the lower rank. In thiscase, the configuration is such that the pitch of voices of thecharacter of the player 36, who is in the lower rank, is raised and thevolume thereof is increased, to represent a state in which the characterof the player 36 is nervous at challenging the higher ranking. This notonly makes it possible to increase the realism of the game, it alsomakes it possible to further increase the absorption of the player in aplayer's character.

Note that, instead of varying the pitch and volume of the voices of acharacter, it is also possible to vary the tone of the voices of thecharacter to represent the tone of the state in which the character isnervous (such as a tone for nervous voices or for quavering voices).

A firth characteristic of the present invention is that the increase inpitch of a voice sounded by a character is not more than a whole tone(frequency ratio: 2^({fraction (2/12)})=1.122 times).

In an example shown in FIG. 9, the pitch of voices (the basic frequencyof voices) gradually rises (subtly varies) from “So (G)” in accordancewith a factor such as the physical strength parameter, remaining playtime, progressing degree through game stages, or number of wins. In thiscase, the maximum pitch of voices in the present embodiment is “La (A)”.In other words, the difference between the maximum value of pitch “La”and the minimum value “So” is not more than a whole tone. This makes itpossible to prevent a state in which the variation of voices seemsunnatural to the player.

In other words, if the increase in pitch is greater than a whole tone,the player will notice that the voices have clearly changed, rather thanconsidering that the voice seems nervous. If the increase in pitch inaccordance with the present embodiment is not more than a whole tone andthus the pitch is varied gradually, on the other hand, the player willnot be aware of the change of pitch, making it possible to act on thesubconsciousness of the player and thus increase the player's feelingsof excitement and tension.

In addition, if the sampling frequency of waveform data in which thepitch is “So” when recorded were to be varied to generate voices inwhich the pitch is “Si (H)” or “Do (C)”, such voices would be extremelyharsh to the ears of the player. If waveform data in which the pitch is“Si” or “Do” is also prepared during recording, in order to preventthis, a large capacity of memory is required for storing this waveformdata, the hardware becomes larger, and thus this game machine becomesmore expensive. If the method of the present embodiment is used in whichthe increase in pitch is not more than a whole tone, on the other hand,only waveform data based on “So” need to be provided, and it istherefore possible to provide a smaller hardware package in that voicesdo not seem unnatural to the player, even if the pitch is varied.

Note that the maximum value of the increase in pitch of voices ispreferably different for each character, in accordance with the sex andother features of the character. In some cases, it is possible to setthe increase in pitch of voices to be not more than a major third (twowhole tones, frequency ratio: 2^({fraction (4/12)})=1.260 times).

A detailed example of the processing of the present embodiment will nowbe described with reference to the flowchart of FIG. 10.

Note that in FIG. 10:

PV: Increase in pitch set by difference between the number of wins

PG: Increase in pitch set by progressing degree through game stages

PT: Increase in pitch set by remaining play time

PS: Increase in pitch set by physical strength parameter

P: Increase in pitch of voices sounded by a character

The increase in pitch P of voices sounded by a character is the sum ofthe above described PV, PG, PT, and PS.

First of all, a decision is made as to whether this is fight against ahuman (player vs. player) or against the computer (player vs. computer)(step s1). When the player is fighting against a human, the processingraises the pitch of voices as the opponent's number of wins becomesgreater (as the opponent becomes the higher ranking) (step s2, FIG. 10,ex. see FIG. 8). More specifically, the increase in pitch in accordancewith the difference between the numbers of wins (PV) is obtained fromEquation (1), as follows:

PV=MV×MIN(MAX(0,VE−VP),VM)/VM  (1)

where:

MV: Maximum value of PV

VE: Opponent's number of wins

VP: Player's own number of wins

VM: Maximum value of difference between numbers of wins

According to Equation (1), if VE−VP≦0, MAX (0, VE−VP)=0 and thus PV=MIN(0, VM)/VM=0. In other words, if the player's character is higherranking than the opponent's character, the pitch increase PV due to thedifference between the numbers of wins is zero.

If VE−VP=VM, MAX (0, VE−VP)=VE−VP=VM and PV=MV×MIN (VM, VM)/VM=MV. Inother words, if VE−VP=VM, PV is set to the maximum value MV; ifVE−VP>VM, PV cannot become greater than MV.

Note that when the player is fighting against a human, PG=0 (step S3)and there is no increase in pitch as the progressing degree through gamestages.

If it is determined in step s1 that the player is fighting against thecomputer, processing is done to raise the pitch of voices as the finalgame stage approaches (step s4, FIG. 10, ex. see FIG. 7). Morespecifically, the increase in pitch in accordance with the progressingdegree through the game stages (PG) is obtained from Equation (2), asfollows:

PG=MG×MAX(0,(GN−GS))/(GM−GS)  (2)

where:

MG: Maximum value of PG

GN: Number of current game stage

GS: Number of game stage just before the pitch starts rising (the pitchstarts rising after GS is passed)

GM: Number of final game stage

According to Equation (2), if GN≦GS<0, MAX (0, (GN−GS))=0 and thus PG=0.In other words, if GN is not greater than GS (if GN has not exceed GS),the increase in pitch in accordance with the progressing degree throughthe game stages (PG) is zero.

If GN=GM, MAX (0, GN−GS)=GM−GS and PG=MG. In other words, if GN=GM (ifthe game is in the final stage) PG is set to the maximum value MG.

Note that when the player is fighting against the computer, PV=0 (stepS5) and thus there is no increase in pitch due to the difference innumbers of wins.

Processing to raise the pitch of voices as the remaining play timedecreases is performed (step s6, FIG. 10, ex. see FIGS. 5 and 6). Morespecifically, the increase in pitch in accordance with the remainingplay time (PT) is obtained from Equation (3), as follows:

PT=MT×MAX(0, (TS−TN))/TS  (3)

where:

MT: Maximum value of PT

TN: Current remaining play time

TS: Remaining play time just before the pitch starts rising (the pitchstarts rising after TS is exceeded)

According to Equation (3), if TS−TN≦0, MAX (0, (TS−TN))=0 and thus PT=0.In other words, if TN is not greater than TS (if TS has not beenexceeded), the increase in pitch in accordance with the remaining playtime (PT) is zero.

If TN=0, MAX (0, TS−TN)=TS and thus PT=MT. In other words, if TN=0 (thetime limit has expired), PT is set to the maximum value MT.

Processing is then done to raise the pitch of voices as the opponent'scharacter's physical strength parameter becomes greater than that of theplayer's character (step S7, see FIG. 2). More specifically, theincrease in pitch in accordance with the difference in physical strengthparameters (PS) is obtained from Equation (4), as follows:

PS=MS×MAX(0, (SE−SP))/SM  (4)

where:

MS: Maximum value of PS

SE: Physical strength parameter of the opponent's character

SP: Physical strength parameter of the player's character

SM: Maximum value of difference in physical strength parameters

According to Equation (4), if SE−SP≦0, MAX (0, (SE−SP))=0 and thus PS=0.In other words, if SE is not greater than SP (if the physical strengthparameter of the opponent's character is not greater than the physicalstrength parameter of the player's character), the increase in pitch inaccordance with the difference in physical strength parameters (PS) iszero.

If SE−SP=SM, MAX (0, SE−SP)=SE−SP=SM and thus PS=MS. In other words, ifSE−SP=SM (if the difference in physical strength parameters is at themaximum value SM), PS is set to the maximum value MS.

The total increase in pitch P of voices sounded by the character is thenobtained based on the values of PV, PG, PT and PS obtained in steps S2to S7, as shown in Equation (5) below (step S8).

P=PV+PG+PT+PS  (5)

Note that if the increase in pitch P of voices sounded by the characteris set to be not more than a whole tone and the setting for a raising byonly a whole tone is 100, the maximum values MV, MG, MT, and MS may beset to satisfy either Equation (6) or (7), as follows:

MV+MT+MS≦100(when fighting against a human)  (6)

MG+MT+MS≦100(when fighting against a computer)  (7)

Note that FIG. 10 is a flowchart of the processing involved withcalculating the increase in pitch of voices, but a similar flowchartcould be created for the processing required for increasing the volumeof voices.

The description now turns to an example of hardware that can implementthe present embodiment, with reference to FIG. 11.

An information storage medium 430 is mainly used for storing a program,image data, sound data (waveform data and sequence data) and the like.Means such as a CD-ROM, DVD, or game cassette could be used as theinformation storage medium for storing a game program and the like for adomestic game machine; memory such as ROM could be used for an arcadegame machine.

A control device 400 is equivalent to a game controller or operatingpanel and it is used as a device for inputting into the main unit theresults of decisions made by the player as the game progresses.

A CPU 402 controls the entire apparatus and performs various dataprocessing and game computation processing in accordance with a programand data stored in the information storage medium 430 and signals inputthrough the control device 400. Note that data read from the informationstorage medium 430 is stored temporarily in RAM or other storage means(not shown in the figure). This RAM is also used as a work area of theCPU 402, an image generation IC 404, and a sound processing IC 414.

This game machine is provided with the image generation IC 404 and thesound processing IC 414 and is configured in such a manner that itoutputs sounds and images as appropriate. ASICs or the like could beused for such the image generation IC 404 and the sound processing IC414.

The image generation IC 404 is an integrated circuit that generatespixel information for outputting to a display 406, based on imageinformation that is sent from components such as the RAM (not shown) andthe information storage medium 430. Note that a device called ahead-mounted display (HMD) could also be used as the display 406.

The sound processing IC 414 performs the various processes required forgenerating game sounds such as game music, effects sounds, and voices,based on instructions from the CPU 402 and a program and sequence data(music score data, pitch data, volume data, tone data) from the RAM andthe information storage medium 430. A PCM sound source 416 generates adigital signal of sounds that are to be output, based on the processingresults of the sound processing IC 414 and the waveform data (datarepresenting the actual waveforms of the drums, piano, guitar, effectssounds, and voices) from the information storage medium 430, and outputsthem to a D/A converter 418. The D/A converter 418 converts this digitalsignal into an analog signal and outputs it to a lowpass filter 420. Anoutput of the lowpass filter 420 is input to an electronic volume 422.The electronic volume 422 adjusts the volume in accordance withinstructions from the sound processing IC 414. An output of theelectronic volume 422 is input to a speaker 426 through an amplifier424, and sounds such as game music, effects sounds, and voices areoutput therefrom to the outside.

The processing described with reference to FIGS. 1 to 9 is implementedby components such the information storage medium 430 that stores aprogram for performing processing such as that shown in the flowchart ofFIG. 10, the CPU 402 that operates in accordance with that program, theimage generation IC 404, and a sound generation IC 414. Note that theprocessing performed by the image generation IC 404 and the soundgeneration IC 414 could be performed in a software manner by means suchas the CPU 402 or a general-purpose DSP.

An example of the present embodiment applied to an arcade game machineis shown in FIG. 12A. The player enjoys the game by operating a joystick1102 and buttons 1104 while viewing a game image shown on a display1100. Components such as a CPU, an image generation IC, and a soundprocessing IC are mounted on an IC board 1106 incorporated into the gamemachine. Information is stored in a memory 1108, which is an informationstorage medium on the IC board 1106. This information includesinformation for varying at least one of the pitch, volume, and tone of avoice sounded by a character that appears in a game, in accordance withthe magnitude of a status parameter of a character, the magnitude of thedifference between the status parameters of a character and anothercharacter, the magnitude of the remaining play time, the progressingdegree through game stages, the magnitude of the number of wins of theplayer, or the magnitude of the difference between the numbers of winsof the player and another player; information for generating game imagesthat comprise an image of a character; and information for generatinggame sounds that comprise a voice of a character. This information ishereinafter called stored information. This stored information comprisesat least one type of information, such as program coding for performingthe above described various processings, image information, soundinformation, shape information for display objects, table data, listdata, or player information.

An example of the present embodiment applied to a domestic game machineis shown in FIG. 12B. Players enjoy the game by manipulating gamecontrollers 1202 and 1204 while viewing. a game image shown on a display1200. In this case, the above described stored information is stored ina CD-ROM 1206 or IC cards 1208 and 1209, which are information storagemedia that can be freely inserted into and removed from the main unit.

An example of the present embodiment applied to a game machine is shownin FIG. 12C where the game machine comprises a host machine 1300 andterminals 1304-1 to 1304-n connected to the host machine 1300 bycommunication lines 1302. In this case, the above described storedinformation is stored in an information storage medium 1306 such as amagnetic disk device, magnetic tape device, or memory that can becontrolled by the host machine 1300. Each of the terminals 1304-1 to1304-n has a CPU, an image generation IC, and a sound processing IC. Inaddition, if game images and sounds can be generated thereby in astand-alone manner, a game program or the like for generating gameimages and sounds is transferred to the terminals 1304-1 to 1304-n fromthe host machine 1300. On the other hand, if they cannot be generated ina stand-alone manner, the host machine 1300 generate the game images andsounds then transfers them to the terminals 1304-1 to 1304-n for outputby those terminals.

Note that the present invention is not limited to the above describedembodiments and it can be modified in various ways.

For example, the processing required for varying the pitch, volume, ortone of voices is not limited to that described in the presentembodiment of the invention, and thus it can be modified in many variousways.

The present embodiment was described as relating to a case in which thepitch of voices rises and the volume thereof increases when a givencondition is satisfied. However, it is equally possible to lower thepitch of voices and reduce the volume thereof when a given condition issatisfied.

Although the increase in pitch is preferably limited to not more than awhole tone, the increase in pitch could also be greater than a wholetone.

Other than a fighting game, the present invention can also be applied toother games, such as a robot-battling game. In addition, the charactersrepresented in the present invention are not limited to human beings andthus the present invention can be applied to various other characters(such as robots) that appear in a game.

The present invention is also not limited to domestic and arcade gamemachines; it can be applied to various other image generation devicessuch as simulators, large-scale attraction devices in which many playerscan participate, personal computers, multimedia terminals, and systemboards that generate game images.

What is claimed is:
 1. A game machine for generating a game image and agame sound, said game machine comprising: means for varying at least oneof a pitch, volume, and tone of a voice sounded by a character thatappears in a game, in accordance with at least one of a magnitude of astatus parameter of the character and a magnitude of a differencebetween status parameters of the character and another character; meansfor generating a game image that comprises an image of the character;and means for generating a game sound that comprises a voice of thecharacter, wherein the pitch of the voice sounded by the character israised and the volume of the voice sounded by the character is increasedas the magnitude of the difference between the status parameters of thecharacter and the another character increases.
 2. A game machine forgenerating a game image and a game sound, said game machine comprising:means for varying at least one of a pitch, volume, and tone of a voicesounded by a character that appears in a game, in accordance with amagnitude of remaining play time; means for generating a game image thatcomprises an image of the character; and means for generating a gamesound that comprises a voice of the character.
 3. The game machine asdefined in claim 2, wherein the pitch of the voice sounded by thecharacter is raised and the volume of the voice sounded by the characteris increased as the remaining play time decreases.
 4. The game machineas defined in claim 2, wherein at least one of the pitch, volume, andtone of a voice sounded by a character is varied after the remainingplay time has reached a given value.
 5. The game machine as defined inclaim 2, wherein an increase in the pitch of a voice sounded by thecharacter is equal to or less than a whole tone from a pitch previouslyused.
 6. A game machine for generating a game image and a game sound,said game machine comprising: means for varying at least one of a pitch,volume, and tone of a voice sounded by a character that appears in agame, in accordance with a progressing degree through game stages; meansfor generating a game image that comprises an image of the character;and means for generating a game sound that comprises a voice of thecharacter, wherein the pitch of the voice sounded by the character israised and the volume of the voice sounded by the character is increasedas a sequence of game stages through which a game is played approaches afinal game stage.
 7. The game machine as defined in claim 6, wherein atleast one of the pitch, volume, and tone of a voice sounded by acharacter is varied when the player has passed a given game stage of asequence of game stages, through which the game is played.
 8. A gamemachine for generating a game image and a game sound, said game machinecomprising: means for varying at least one of a pitch, volume, and toneof a voice sounded by a character that appears in a game, in accordancewith a progressing degree through game stages; means for generating agame image that comprises an image of the character; and means forgenerating a game sound that comprises a voice of the character, whereinat least one of the pitch, volume, and tone of a voice sounded by acharacter is varied when the player has passed a given game stage of asequence of game stages, through which the game is played.
 9. A gamemachine for generating a game image and a game sound, said game machinecomprising: means for varying at least one of a pitch, volume, and toneof a voice sounded by a character that appears in a game, in accordancewith at least one of a magnitude of a number of wins of a player and amagnitude of a difference between numbers of wins of the player andanother player; means for generating a game image that comprises animage of the character; and means for generating a game sound thatcomprises a voice of the character.
 10. The game machine as defined inclaim 9, wherein the pitch or volume of a voice sounded by a characteris increased as the difference between the numbers of wins of the playerand the another player increases.
 11. The game machine as defined inclaim 9, wherein an increase in the pitch of a voice sounded by thecharacter is equal to or less than a whole tone from a pitch previouslyused.
 12. A game machine for generating a game image and a game sound,said game machine comprising: means for varying at least one of a pitch,volume, and tone of a voice sounded by a character that appears in agame, in accordance with at least one of a magnitude of a statusparameter of the character and a magnitude of a difference betweenstatus parameters of the character and another character; means forgenerating a game image that comprises an image of the character; andmeans for generating a game sound that comprises a voice of thecharacter, wherein an increase in the pitch of a voice sounded by thecharacter is equal to or less than a whole tone from a pitch previouslyused.
 13. A game machine for generating a game image and a game sound,said game machine comprising: means for varying at least one of a pitch,volume, and tone of a voice sounded by a character that appears in agame, in accordance with a progressing degree through game stages; meansfor generating a game image that comprises an image of the character;and means for generating a game sound that comprises a voice of thecharacter, wherein an increase in the pitch of a voice sounded by thecharacter is equal to or less than a whole tone from a pitch previouslyused.
 14. A game machine for generating a game image and a game sound,said game machine comprising: means for varying at least one of thebasic frequency and volume of a voice sounded by a character thatappears in the game, from a default value, in accordance with at leastone of a magnitude of a status parameter of the character and amagnitude of a difference between status parameters of the character andanother character; means for generating a game image that comprises animage of the character; and means for generating a game sound thatcomprises a voice of the character.
 15. The game machine as defined inclaim 14, wherein the basic frequency or volume of a voice sounded by acharacter is varied from a default value in accordance with themagnitude of the difference between the status parameters of thecharacter and the another character.
 16. A game machine for generating agame image and a game sound, said game machine comprising: means forvarying at least one of the basic frequency and volume of a voicesounded by a character that appears in the game, from a default value,in accordance with a progressing degree through game stages; means forgenerating a game image that comprises an image of the character; andmeans for generating a game sound that comprises a voice of thecharacter.
 17. The game machine as defined in claim 16, wherein thebasic frequency or volume of a voice sounded by a character is variedfrom a default value as a sequence of game stages through which a gameis played approaches a final game stage.
 18. The game machine as definedin claim 16, wherein the basic frequency or volume of a voice sounded bya character is varied from a default value when the player has passed agiven game stage of a sequence of game stages, through which the game isplayed.
 19. A game machine for generating a game image and a game sound,said game machine comprising: means for varying at least one of a pitch,volume, and tone of a voice sounded by a character that appears in agame, in accordance with at least one of a magnitude of a physicalstrength parameter of a character and a magnitude of a differencebetween physical strength parameters of the character and anothercharacter; means for generating a game image that comprises an image ofthe character; and means for generating a game sound that comprises avoice of the character.
 20. The game machine as defined in claim 19,wherein the pitch of the voice sounded by the character is raised andthe volume of the voice sounded by the character is increased as thedifference between physical strength parameters of the character and theanother character increases.
 21. An information storage medium which iscapable of being used by a computer, for generating a game image and agame sound, said information storage medium comprising: information forvarying at least one of a pitch, volume, and tone of a voice sounded bya character that appears in a game, in accordance with at least one of amagnitude of a status parameter of the character and a magnitude of adifference between status parameters of the character and anothercharacter; information for generating a game image that comprises animage of the character; and information for generating a game sound thatcomprises a voice of the character, wherein the pitch of the voicesounded by the character is raised and the volume of the voice soundedby the character is increased as the magnitude of the difference betweenthe status parameters of the character and the another characterincreases.
 22. An information storage medium which is capable of beingused by a computer, generating a game image and a game sound, saidinformation storage medium comprising: information for varying at leastone of a pitch, volume, and tone of a voice sounded by a character thatappears in a game, in accordance with a magnitude of remaining playtime; information for generating a game image that comprises an image ofthe character; and information for generating a game sound thatcomprises a voice of the character.
 23. The information storage mediumas defined in claim 22, wherein the pitch of the voice sounded by thecharacter is raised and the volume of the voice sounded by the characteris increased as the remaining play time decreases.
 24. The informationstorage medium as defined in claim 22, wherein at least one of thepitch, volume, and tone of a voice sounded by a character is variedafter the remaining play time has reached a given value.
 25. Theinformation storage medium as defined in claim 22, wherein an increasein the pitch of a voice sounded by the character is equal to or lessthan a whole tone from a pitch previously used.
 26. An informationstorage medium which is capable of being used by a computer, forgenerating a game image and a game sound, said information storagemedium comprising: information for varying at least one of a pitch,volume, and tone of a voice sounded by a character that appears in agame, in accordance with a progressing degree through game stages;information generating a game image that comprises an image of thecharacter; and information for generating a game sound that comprises avoice of the character, wherein the pitch of the voice sounded by thecharacter is raised and the volume of the voice sounded by the characteris increased as a sequence of game stages through which a game is playedapproaches a final game stage.
 27. The information storage medium asdefined in claim 26, wherein at least one of the pitch, volume, and toneof a voice sounded by a character is varied when the player has passed agiven game state of a sequence of game stages through which the game isplayed.
 28. An information storage medium which is capable of being usedby a computer, for generating a game image and a game sound, saidinformation storage medium comprising: information for varying at leastone of a pitch, volume, and tone of a voice sounded by a character thatappears in a game, in accordance with a progressing degree through gamestages; information for generating a game image that comprises an imageof the character; and information for generating a game sound thatcomprises a voice of the character, wherein at least one of the pitch,volume, and tone of a voice sounded by a character is varied when theplayer has passed a given game state of a sequence of game stagesthrough which the game is played.
 29. An information storage mediumwhich is capable of being used by a computer, for generating a gameimage and a game sound, said information storage medium comprising:information for varying at least one of a pitch, volume, and tone of avoice sounded by a character that appears in a game, in accordance withat least one of a magnitude of a number of wins of a player and amagnitude of a difference between numbers of wins of the player andanother player; information for generating a game image that comprisesan image of the character; and information for generating a game soundthat comprises a voice of the character.
 30. The information storagemedium as defined in claim 29, wherein the pitch or volume of a voicesounded by a character is increased as the difference between thenumbers of wins of the player and the another player increases.
 31. Theinformation storage medium as defined in claim 22, wherein an increasein the pitch of a voice sounded by the character is equal to or lessthan a whole tone from a pitch previously used.
 32. An informationstorage medium which is capable of being used by a computer, forgenerating a game image and a game sound, said information storagemedium comprising: information for varying at least one of a pitch,volume, and tone of a voice sounded by a character that appears in agame, in accordance with at least one of a magnitude of a statusparameter of the character and a magnitude of a difference betweenstatus parameters of the character and another character; informationfor generating a game image that comprises an image of the character;and information for generating a game sound that comprises a voice ofthe character, wherein an increase in the pitch of a voice sounded bythe character is equal to or less than a whole tone from a pitchpreviously used.
 33. An information storage medium which is capable ofbeing used by a computer, for generating a game image and a game sound,said information storage medium comprising: information for varying atleast one of a pitch, volume, and tone of a voice sounded by a characterthat appears in a game, in accordance with a progressing degree throughgame stages; information for generating a game image that comprises animage of the character; and information for generating a game sound thatcomprises a voice of the character, wherein an increase in the pitch ofa voice sounded by the character is equal to or less than a whole tonefrom a pitch previously used.
 34. An information storage medium which iscapable of being used by a computer, for generating a game image and agame sound, said information storage medium comprising: information forvarying at least one of the basic frequency and volume of a voicesounded by a character that appears in the game, from a default value,in accordance with at least one of a magnitude of a status parameter ofthe character and a magnitude of a difference between status parametersof the character and another character; information for generating agame image that comprises an image of the character; and information forgenerating a game sound that comprises a voice of the character.
 35. Theinformation storage medium as defined in claim 34, wherein the basicfrequency or volume of a voice sounded by a character is varied from adefault value in accordance with the magnitude of the difference betweenthe status parameters of the character and the another character.
 36. Aninformation storage medium which is capable of being used by a computer,for generating a game image and a game sound, said information storagemedium comprising: information for varying at least one of the basicfrequency and volume of a voice sounded by a character that appears inthe game, from a default value, in accordance with a progressing degreethrough game stages; information for generating a game image thatcomprises an image of the character; and information for generating agame sound that comprises a voice of the character.
 37. The informationstorage medium as defined in claim 36, wherein the basic frequency orvolume of a voice sounded by a character is varied from a default valueas a sequence of game stages through which a game is played approaches afinal game stage.
 38. The information storage medium as defined in claim36, wherein the basic frequency or volume of a voice sounded by acharacter is varied from a default value when the player has passed agiven game stage of a sequence of game stages through which the game isplayed.
 39. An information storage medium which is capable of being usedby a computer, for generating a game image and a game sound, saidinformation storage medium comprising: information for varying at leastone of a pitch, volume, and tone of a voice sounded by a character thatappears in a game, in accordance with at least one of a magnitude of aphysical strength parameter of a character and a magnitude of adifference between physical strength parameters of the character andanother character; information for generating a game image thatcomprises an image of the character; and information for generating agame sound that comprises a voice of the character.
 40. The informationstorage medium as defined in claim 39, wherein the pitch of the voicesounded by the character is raised and the volume of the voice soundedby the character is increased as the difference between physicalstrength parameters of the character and the another characterincreases.